CLASS snoddasmannen/galimulator/GalFX snoddasmannen/galimulator/GalFX FIELD a mainSpriteBatch Lcom/badlogic/gdx/graphics/g2d/SpriteBatch; FIELD A bigTextByDefault Z COMMENT Whether to prefer using the large monotype font over the small monotype font COMMENT when using MONOTYPE_DEFAULT. FIELD ab planetShader Lcom/badlogic/gdx/graphics/glutils/ShaderProgram; FIELD ac premultipliedAlphaShader Lcom/badlogic/gdx/graphics/glutils/ShaderProgram; FIELD ad shipLightingShader Lcom/badlogic/gdx/graphics/glutils/ShaderProgram; FIELD ae rippleShader Lcom/badlogic/gdx/graphics/glutils/ShaderProgram; FIELD b whitesquareRegion Lcom/badlogic/gdx/graphics/g2d/TextureRegion; FIELD C ScreensaverDisabler Lsnoddasmannen/galimulator/interface_1; FIELD D keepScreenOn Z FIELD E THREAD_LOCAL_GLYPH_LAYOUT Ljava/lang/ThreadLocal; FIELD F gameAtlas Lcom/badlogic/gdx/graphics/g2d/TextureAtlas; FIELD G toggleFullscreenLater Z FIELD H flowerPower Z COMMENT Whether the gift of vision is currently applied. COMMENT This makes many of the draw calls to this class instead draw the default COMMENT {@value "flower.png"} texture - why? Well, because that's a feature now (or rather COMMENT has been for a while in Galimulator). Note: Does not have an effect on draw callls COMMENT that define strict immunity to this feature, as well as other circumstances. COMMENT COMMENT In general, it does not have a defined effect on SLAPI, though SLAPI should in general not be affected. COMMENT Well, in general - due to the nature of the temporary effect of the gift of vision, COMMENT it probably is poorly tested. FIELD I filledCircleRegion Lcom/badlogic/gdx/graphics/g2d/TextureRegion; FIELD j asyncTextureFetchRequests Ljava/util/ArrayList; COMMENT @deprecated SLAPI changes the implementation of {@link GalFX#fetchTexture(String)} so it does not make use of this field. Further, this field is not thread-safe despite it being solely used in an async environment. FIELD J hollowCircleRegion Lcom/badlogic/gdx/graphics/g2d/TextureRegion; FIELD k BASIC_VERTEX_SHADER Ljava/lang/String; FIELD K thinCircleRegion Lcom/badlogic/gdx/graphics/g2d/TextureRegion; COMMENT Corresponds to the {@value "thin-circle-outline.png"} texture file. FIELD l PREMULTIPLIED_ALPHA_FRAGMENT_SHADER Ljava/lang/String; FIELD L gradientCircleRegion Lcom/badlogic/gdx/graphics/g2d/TextureRegion; FIELD m boardCamera Lcom/badlogic/gdx/graphics/OrthographicCamera; FIELD M gradientRectangleRegion Lcom/badlogic/gdx/graphics/g2d/TextureRegion; FIELD N fivestarRegion Lcom/badlogic/gdx/graphics/g2d/TextureRegion; FIELD o mainPolygonBatch Lcom/badlogic/gdx/graphics/g2d/PolygonSpriteBatch; FIELD O whitesquareTexture Lcom/badlogic/gdx/graphics/Texture; FIELD p fontMonotypeSmall Lcom/badlogic/gdx/graphics/g2d/BitmapFont; COMMENT Corresponds to the {@value "data/Audiowide-18.fnt"} font file. COMMENT COMMENT This font has markup enabled by default. FIELD q fontMonotypeBig Lcom/badlogic/gdx/graphics/g2d/BitmapFont; COMMENT Corresponds to the {@value "data/Audiowide-24.fnt"} font file. COMMENT COMMENT This font has libGDX markup enabled by default. FIELD r fontSpace Lcom/badlogic/gdx/graphics/g2d/BitmapFont; COMMENT Corresponds to the {@value "data/fonts/Signika2.fnt"} font file. COMMENT COMMENT COMMENT This BitmapFont has markup enabled by default. FIELD RENDERCACHE_LOCAL RENDERCACHE_LOCAL Ljava/lang/ThreadLocal; FIELD s friendlyFont Lcom/badlogic/gdx/graphics/g2d/BitmapFont; COMMENT When the current locale is set as russian, this BitmapFont corresponds to the COMMENT {@value "data/fonts/Raleway/SemiBold-new-24.fnt"} file. Otherwise, it will correspond COMMENT to the {@value "data/fonts/Signika.fnt"} font file. COMMENT COMMENT This font has, irrespective of above choice, libGDX markup enabled. FIELD S __unusedSpritebatch0 Lcom/badlogic/gdx/graphics/g2d/SpriteBatch; FIELD t widgetToScreenCamera Lcom/badlogic/gdx/graphics/OrthographicCamera; FIELD T specialsboxNinepatch Lcom/badlogic/gdx/graphics/g2d/NinePatch; FIELD U windowNinepatch Lcom/badlogic/gdx/graphics/g2d/NinePatch; FIELD v drawingSprites Z FIELD V window3Ninepatch Lcom/badlogic/gdx/graphics/g2d/NinePatch; FIELD w textureCache Ljava/util/HashMap; FIELD W button3Ninepatch Lcom/badlogic/gdx/graphics/g2d/NinePatch; FIELD x textureRegionCache Ljava/util/HashMap; FIELD y atlasMap Ljava/util/HashMap; FIELD Y followedActor Lsnoddasmannen/galimulator/actors/Actor; FIELD Z boardRotation F METHOD a drawVertices ([F)V COMMENT Draw a set of vertices using the main {@link SpriteBatch}. COMMENT Uses {@link #getBoardCamera()} for the projection. COMMENT COMMENT Note: In vanilla galimulator, this method indirectly causes a COMMENT SpriteBatch to be flushed and thus a draw call, even if this COMMENT method is called repeatedly. Mods such as FastStar resolve this COMMENT performance issue though. It is not advised that you COMMENT resolve this performance issue yourself due to afforementioned COMMENT mods already existing. If you wish to improve their performance, COMMENT PR to the respective repositories instead of creating your own COMMENT optimization mods and inevitably causing inter-mod conflicts COMMENT due to such. ARG 0 vertices METHOD a drawLine (DDDDFLsnoddasmannen/galimulator/GalColor;)V COMMENT Draws a line using vertices. COMMENT COMMENT Warning: Unspecified camera. Make sure you are in the correct environment beforehand! ARG 0 x1 ARG 2 y1 ARG 4 x2 ARG 6 y2 ARG 8 lineThickness ARG 9 lineColor METHOD a drawGradientCircle (DDDLsnoddasmannen/galimulator/GalColor;Lcom/badlogic/gdx/graphics/Camera;)V ARG 0 xCenter ARG 2 yMin COMMENT Okay, this seems kinda wrong. Look into it with a bit more detail another day. ARG 4 radius ARG 6 color ARG 7 projector METHOD a drawCircle (DDDLsnoddasmannen/galimulator/GalColor;ZZLcom/badlogic/gdx/graphics/Camera;)V COMMENT Likely unintended behaviour: Setting the fill parameter to {@value true} causes COMMENT the draw call to be "swallowed" when the gift of vision is applied. This effect COMMENT might not be observed in modded Galimulator, depending on the mods used (SLAPI COMMENT might fix this bug for example). ARG 0 centerX ARG 2 centerY ARG 4 radius ARG 6 color COMMENT This color will also be used for filling, if selected. ARG 7 fill COMMENT Whether to fill the rendered circle. ARG 8 thinCircle COMMENT No effect when drawing a filled circle. The rest of Galimulator uses {@value true} in that case, but it doesn't matter. ARG 9 projection METHOD a setZoom (F)V ARG 0 zoom METHOD a panTranslate (FF)V METHOD a drawLine (FFFFFLsnoddasmannen/galimulator/GalColor;)V COMMENT Draws a line using vertices. COMMENT COMMENT Warning: Unspecified camera. Make sure you are in the correct environment beforehand! ARG 0 x1 ARG 1 y1 ARG 2 x2 ARG 3 y2 ARG 4 lineThickness ARG 5 lineColor METHOD a drawText (FFLjava/lang/String;Lsnoddasmannen/galimulator/GalColor;)F ARG 0 x ARG 1 y ARG 2 text ARG 3 color METHOD a (FLjava/lang/String;Lsnoddasmannen/galimulator/GalFX$FONT_TYPE;)F ARG 2 font METHOD a __nopMethod0 (I)V ARG 0 __const_0 METHOD a setBlendFunction (II)V ARG 0 srcFunc ARG 1 dstFunc METHOD a (Lcom/badlogic/gdx/files/FileHandle;Ljava/lang/String;)Z ARG 1 s METHOD a useCamera (Lcom/badlogic/gdx/graphics/Camera;)V ARG 0 camera METHOD a drawPolygon (Lcom/badlogic/gdx/graphics/g2d/PolygonSprite;)V METHOD a setCurrentShader (Lcom/badlogic/gdx/graphics/glutils/ShaderProgram;)V ARG 0 shader METHOD a fetchTexture (Ljava/lang/String;)Lcom/badlogic/gdx/graphics/Texture; COMMENT Note: SLAPI overwrites the implementation of this method as it is not compatible with LWJGL3 due to the way this method determines the current thread. ARG 0 pathname METHOD a setShaderUniform (Ljava/lang/String;F)V ARG 0 uniformName ARG 1 uniformValue METHOD a estimateLineWidths (Ljava/lang/String;Lcom/badlogic/gdx/graphics/g2d/BitmapFont;)Ljava/util/stream/Stream; COMMENT Expects no wrapping; A line is denoted through "\\n". ARG 0 text ARG 1 font METHOD a layoutFor (Ljava/lang/String;Lsnoddasmannen/galimulator/GalFX$FONT_TYPE;)Lcom/badlogic/gdx/graphics/g2d/GlyphLayout; ARG 0 text ARG 1 font METHOD a getPercievedLuminocity (Lsnoddasmannen/galimulator/GalColor;)F COMMENT The human brain and eye is better at distinguishing some colors over others due to the eye being more COMMENT sensitive to some colors, while being less sensitive to others; henceforth some trivial math needs to be COMMENT performed to roughly estimate the brightness of a color. Plainly adding the three color channels of a color COMMENT does not suffice for many calculations. COMMENT COMMENT This method ignores the alpha channel of the given color. The returned value is roughly (+/- 1 ulp) COMMENT in the range of 0 and 255. ARG 0 color METHOD a getManhattanDistance (Lsnoddasmannen/galimulator/GalColor;Lsnoddasmannen/galimulator/GalColor;)F COMMENT Obtain the manhattan distance of the two colors. COMMENT The returned value is in the range of 0 and 3. ARG 0 color1 ARG 1 color2 METHOD a getHorizontalScale (Lsnoddasmannen/galimulator/GalFX$FONT_TYPE;)F ARG 0 font METHOD a setFontScale (Lsnoddasmannen/galimulator/GalFX$FONT_TYPE;F)V COMMENT Set the scale of the given font, both horizontally and vertically. COMMENT Have no effect if the desired scale is 0. ARG 0 font ARG 1 scale METHOD a setScreensaverDisabler (Lsnoddasmannen/galimulator/interface_1;)V ARG 0 disabler METHOD a setActiveRenderCache (Lsnoddasmannen/galimulator/rendersystem/RenderCache;)V ARG 0 rendercache METHOD A __unusedMethod0 ()V COMMENT The assumption that this method is unused is most likely incorrect. COMMENT Please investigate fruther at a later point in time. METHOD b getCameraRotationRad ()D METHOD b zoom (F)V COMMENT Values greater than 1 zoom out, values less than 1 zoom in. COMMENT Multiplicative, i.e. repeated calls to this method will have a stacking effect, COMMENT meaning that the zoom factor is a factor and not something absolute. COMMENT COMMENT Does not zoom arbitrarily far out after a certain point, see {@link #getDesiredZoom()}. ARG 0 zoomFactor METHOD b assembleStarlaneRect (FFFFFLsnoddasmannen/galimulator/GalColor;)[F ARG 0 x1 ARG 1 y1 ARG 2 x2 ARG 3 y2 ARG 4 starlaneThickness ARG 5 starlaneColor METHOD b drawGradientRect (FFFFLsnoddasmannen/galimulator/GalColor;Lcom/badlogic/gdx/graphics/Camera;)V ARG 0 x ARG 1 y ARG 2 width ARG 3 height ARG 4 color ARG 5 projection METHOD b unprojectInvertedWidgetToBoard (Lcom/badlogic/gdx/math/Vector3;)V COMMENT Tip: Use SLAPI's Drawing#convertCoordinates instead. COMMENT COMMENT Generally called with {@code y = screenHeight - y}, hence the name. Where as y comes from {@link GalFX#unprojectScreenToWidget} ARG 0 invWidgetCoordinates METHOD b getAtlas (Ljava/lang/String;)Lcom/badlogic/gdx/graphics/g2d/TextureAtlas; COMMENT This method is relatively unused even in vanilla galimulator (it is only used in JsonActorFactory, and then only if the atlas was explicitly set). COMMENT Either way, the practice of changing atlases mid-draw is frowned upon as it requires changing textures and a draw flush. This can reduce performance by more than necessary. COMMENT COMMENT This method lazily loads the TextureAtlas defined by the atlasPath parameter. ARG 0 atlasPath METHOD b estimateWidth (Ljava/lang/String;Lsnoddasmannen/galimulator/GalFX$FONT_TYPE;)I COMMENT Expects no wrapping; Lines denoted through "\\n" ARG 0 text ARG 1 font METHOD b followActor (Lsnoddasmannen/galimulator/actors/Actor;)V METHOD b setKeepScreenOn (Z)V ARG 0 keepScreenOn METHOD c getBitmapFont (Lsnoddasmannen/galimulator/GalFX$FONT_TYPE;)Lcom/badlogic/gdx/graphics/g2d/BitmapFont; ARG 0 font METHOD c setFullscreen (Z)V ARG 0 fullscreen METHOD C useBoardCamera ()V METHOD d resetZoom ()V METHOD drawLine drawLine (DDDDFLsnoddasmannen/galimulator/GalColor;Lcom/badlogic/gdx/graphics/Camera;)V ARG 0 x1 ARG 2 y1 ARG 4 x2 ARG 6 y2 ARG 8 lineWidth ARG 9 color ARG 10 projector METHOD drawNinepatch drawNinepatch (Lcom/badlogic/gdx/graphics/g2d/NinePatch;IIIILsnoddasmannen/galimulator/GalColor;Lcom/badlogic/gdx/graphics/Camera;)V COMMENT x/y are corner coordinates. ARG 0 ninepatach ARG 1 x ARG 2 y ARG 3 width ARG 4 height ARG 5 color ARG 6 projection METHOD drawRectangle drawRectangle (FFFFLsnoddasmannen/galimulator/GalColor;ZFLcom/badlogic/gdx/graphics/Camera;)V ARG 0 x1 ARG 1 y1 ARG 2 x2 ARG 3 y2 ARG 4 color ARG 5 fill ARG 6 lineWidth COMMENT Ignored if fill is true. ARG 7 projector METHOD drawRectangle drawRectangle (FFFFLsnoddasmannen/galimulator/GalColor;ZLcom/badlogic/gdx/graphics/Camera;)V COMMENT Draw a rectangle using a default line width (if not filled) of 2.0 ARG 0 x1 ARG 1 y1 ARG 2 x2 ARG 3 y2 ARG 4 color ARG 5 filled ARG 6 projector METHOD drawText drawText (FFFFLjava/lang/String;Lsnoddasmannen/galimulator/GalColor;Lsnoddasmannen/galimulator/GalFX$FONT_TYPE;Lcom/badlogic/gdx/graphics/Camera;I)V COMMENT Must be called on the render thread. Cannot be called on the simulation thread. ARG 0 x ARG 1 y ARG 2 targetWidth ARG 3 __unused__targetHeight ARG 4 text ARG 5 textColor ARG 6 font ARG 7 projection ARG 8 halign METHOD drawText drawText (FFFLcom/badlogic/gdx/math/Vector3;Ljava/lang/String;Lsnoddasmannen/galimulator/GalColor;Lsnoddasmannen/galimulator/GalFX$FONT_TYPE;FLcom/badlogic/gdx/graphics/Camera;)F ARG 0 x ARG 1 y ARG 2 rotation ARG 3 rotationOrigin ARG 4 text ARG 5 color ARG 6 font ARG 7 scale ARG 8 camera METHOD drawText drawText (FFLjava/lang/String;Lsnoddasmannen/galimulator/GalColor;Lsnoddasmannen/galimulator/GalFX$FONT_TYPE;)F ARG 0 x ARG 1 y ARG 2 text ARG 3 color ARG 4 font METHOD drawTexture drawTexture (Lcom/badlogic/gdx/graphics/g2d/TextureRegion;DDDDDLsnoddasmannen/galimulator/GalColor;Z)V COMMENT Render a {@link TextureRegion} on the board using board coordinates and projection. ARG 0 textureRegion ARG 1 x ARG 3 y ARG 5 width ARG 7 height ARG 9 angle ARG 11 tint ARG 12 centerDraw COMMENT hether the passed x/y coordinates are the center coordinates of the draw call. COMMENT In that case, width and height are treated as diameters in some sense (as far as COMMENT diameters apply to rectangles that is) METHOD drawTexture drawTexture (Lcom/badlogic/gdx/graphics/g2d/TextureRegion;DDDDDLsnoddasmannen/galimulator/GalColor;ZLcom/badlogic/gdx/graphics/Camera;)V COMMENT Draw a {@link TextureRegion} using the provided projection (through the camera) COMMENT at the specified location, with the specified rotation, width, and height. ARG 0 textureRegion ARG 1 x COMMENT The Y component of the coordinate where the texture will be drawn. COMMENT The meaning of this coordinate depends on the used camera passed with this COMMENT call. ARG 3 y COMMENT The coordinate where the texture will be drawn. COMMENT What the meaning of this coordinate is depends on the used camera. ARG 5 width ARG 7 height ARG 9 rotation COMMENT Probably in radians, but I'd have to check. ARG 11 tint ARG 12 centerDraw COMMENT Whether the passed x/y coordinates are the center coordinates of the draw call. COMMENT In that case, width and height are treated as diameters in some sense (as far as COMMENT diameters apply to rectangles that is) ARG 13 projector METHOD e getDesiredZoom ()F METHOD f initialize ()V METHOD G getDesiredResolutionWidth ()I METHOD get_ab getPlanetShader ()Lcom/badlogic/gdx/graphics/glutils/ShaderProgram; METHOD get_ac getPremultipliedAlphaShader ()Lcom/badlogic/gdx/graphics/glutils/ShaderProgram; METHOD get_ad getShipLightingShader ()Lcom/badlogic/gdx/graphics/glutils/ShaderProgram; METHOD get_ae getRippleShader ()Lcom/badlogic/gdx/graphics/glutils/ShaderProgram; METHOD get_D isKeepingScreenOn ()Z METHOD get_F getGameAtlas ()Lcom/badlogic/gdx/graphics/g2d/TextureAtlas; METHOD get_m getBoardCamera ()Lcom/badlogic/gdx/graphics/OrthographicCamera; METHOD get_t getScreenCamera ()Lcom/badlogic/gdx/graphics/OrthographicCamera; METHOD getScreenHeight getScreenHeight ()I METHOD getScreenWidth getScreenWidth ()F METHOD getTextureRegion getTextureRegion (Ljava/lang/String;)Lcom/badlogic/gdx/graphics/g2d/TextureRegion; ARG 0 pathname METHOD h useDefaultShader ()V METHOD H getDesiredResolutionHeight ()I METHOD i getCurrentShader ()Lcom/badlogic/gdx/graphics/glutils/ShaderProgram; METHOD J __nop__resetUnusedProjection ()V METHOD K getBoardZoom ()F METHOD L getScreenGranularityFactory ()D METHOD n centerCamera ()V METHOD o toggleFullscreenLater ()V COMMENT Toggle fullscreen after the current frame was rendered. METHOD p toggleFullscreen ()V COMMENT Note: You might want to use {@link #toggleFullscreenLater()} to potentially avoid bugs (I haven't tested what happens if you just call this method directly though) METHOD projectBoardToScreen projectBoardToScreen (Lcom/badlogic/gdx/math/Vector3;)V ARG 0 boardCoordinates METHOD T getPlatformScreenSize ()Lsnoddasmannen/galimulator/ScreenSize; METHOD unprojectScreenToBoard unprojectScreenToBoard (FF)Lcom/badlogic/gdx/math/Vector3; ARG 0 screenX ARG 1 screenY METHOD unprojectScreenToWidget unprojectScreenToWidget (Lcom/badlogic/gdx/math/Vector3;)V ARG 0 screenToWidget METHOD w startSpriteDrawing ()V METHOD x endSpriteDrawing ()V METHOD y startPolygonDrawing ()V METHOD z endPolygonDrawing ()V CLASS FONT_TYPE Font